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Copy the script and paste it into your executor.
Rayfield = (:())()
Window = Rayfield:({
Name = ,
Icon = ,
LoadingTitle = ,
LoadingSubtitle = ,
ShowText = ,
Theme = ,
ToggleUIKeybind = .KeyCode.RightShift,
DisableRayfieldPrompts = ,
DisableBuildWarnings = ,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
}
})
RS = :()
RunService = :()
TweenService = :()
CAS = :()
Players = :()
Workspace = :()
UserInputService = :()
player = Players.LocalPlayer
camera = Workspace.CurrentCamera
CharactersFolder = Workspace:(, )
Tab_Combat = Window:(, )
Tab_Skins = Window:(, )
Tab_Visuals = Window:(, )
Tab_Skins:(, , .(,,), )
() CharactersFolder:()
() CharactersFolder:()
()
t, ct = (), ()
(t t:(player.Name)) (ct ct:(player.Name))
()
()
t, ct = (), ()
t t:(player.Name) ct
ct ct:(player.Name) t
AimbotEnabled =
ShowFOV =
FOV_Radius =
Smoothing =
AimKey = .UserInputType.MouseButton2
isAiming =
FOVCircle = .()
FOVCircle.Position = .(camera.ViewportSize.X / , camera.ViewportSize.Y / )
FOVCircle.Radius = FOV_Radius
FOVCircle.Filled =
FOVCircle.Color = .(, , )
FOVCircle.Visible =
FOVCircle.Thickness =
()
closestEnemy =
shortestDistance = FOV_Radius
enemyFolder = ()
enemyFolder AimbotEnabled
mousePos = UserInputService:()
_, enemy (enemyFolder:())
hum = enemy:()
head = enemy:()
hum hum.Health > head
headPos, onScreen = camera:(head.Position)
onScreen
distance = (.(headPos.X, headPos.Y) - mousePos).Magnitude
distance < shortestDistance
shortestDistance = distance
closestEnemy = head
closestEnemy
UserInputService.InputBegan:((input)
input.UserInputType == AimKey isAiming =
)
UserInputService.InputEnded:((input)
input.UserInputType == AimKey isAiming =
)
RunService.RenderStepped:(()
ShowFOV
FOVCircle.Position = UserInputService:()
FOVCircle.Radius = FOV_Radius
FOVCircle.Visible =
FOVCircle.Visible =
isAiming () AimbotEnabled
targetHead = ()
targetHead
headPos = camera:(targetHead.Position)
mousePos = UserInputService:()
moveX = (headPos.X - mousePos.X) / Smoothing
moveY = (headPos.Y - mousePos.Y) / Smoothing
mousemoverel
(moveX, moveY)
)
Tab_Combat:()
Tab_Combat:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value) AimbotEnabled = Value
})
Tab_Combat:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value) ShowFOV = Value
})
Tab_Combat:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (Value) FOV_Radius = Value
})
Tab_Combat:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (Value) Smoothing = Value
})
TriggerBotEnabled =
TriggerBotDelay =
Tab_Combat:()
Tab_Combat:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value) TriggerBotEnabled = Value
})
Tab_Combat:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (Value) TriggerBotDelay = Value
})
.(()
.()
TriggerBotEnabled ()
viewportSize = camera.ViewportSize
ray = camera:(viewportSize.X / , viewportSize.Y / )
raycastParams = RaycastParams.()
raycastParams.FilterType = .RaycastFilterType.Exclude
ignoreList = {camera}
player.Character .(ignoreList, player.Character)
raycastParams.FilterDescendantsInstances = ignoreList
result = Workspace:(ray.Origin, ray.Direction * , raycastParams)
result result.Instance
hitPart = result.Instance
model = hitPart:()
model model:()
enemyFolder = ()
enemyFolder model.Parent == enemyFolder
hum = model:()
hum hum.Health >
TriggerBotDelay > .(TriggerBotDelay / )
mouse1click ()
.()
)
HitboxEnabled =
HitboxSize =
originalHeadSizes = {}
Tab_Combat:()
Tab_Combat:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
HitboxEnabled = Value
})
Tab_Combat:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
HitboxSize = Value
})
.(()
.()
enemyFolder = ()
enemyFolder
_, enemy (enemyFolder:())
head = enemy:()
hum = enemy:()
head hum hum.Health >
originalHeadSizes[head]
originalHeadSizes[head] = head.Size
HitboxEnabled
head.Size = .(HitboxSize, HitboxSize, HitboxSize)
head.CanCollide =
head.Transparency =
originalHeadSizes[head] head.Size ~= originalHeadSizes[head]
head.Size = originalHeadSizes[head]
head.Transparency =
)
BhopEnabled =
Tab_Combat:()
Tab_Combat:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
BhopEnabled = Value
})
RunService.RenderStepped:(()
BhopEnabled UserInputService:(.KeyCode.Space) ()
player.Character
hum = player.Character:()
hum hum:() ~= .HumanoidStateType.Jumping hum:() ~= .HumanoidStateType.Freefall
hum.Jump =
)
scriptRunning =
selectedKnife =
spawned =
inspecting =
swinging =
lastAttackTime =
ATTACK_COOLDOWN =
ACTION_INSPECT =
ACTION_ATTACK =
(() RS.Assets.Weapons.Karambit.Camera.ViewmodelLight.Transparency = )
knives = {
[] = {Offset = .(, -, )},
[] = {Offset = .(, -, )},
[] = {Offset = .(, -, )},
[] = {Offset = .(, -, )},
[] = {Offset = .(, -, )},
}
vm, animator
equipAnim, idleAnim, inspectAnim, HeavySwingAnim, Swing1Anim, Swing2Anim
() camera:() camera:()
(part)
part:()
part.CanCollide, part.Anchored, part.CastShadow, part.CanTouch, part.CanQuery = , , , ,
(model)
_, part model:() (part)
(knife)
_, part knife:()
part:() part:() part:() part.Transparency =
(folder, name)
weaponSounds = RS.Sounds:(selectedKnife)
weaponSounds
sound = weaponSounds:(folder):(name):()
sound.Parent = camera
sound:()
sound.Ended:(() sound:() )
sound
(folder, armPartName, assetModelName, finalName, offset)
targetArm = vm:(armPartName)
targetArm
assetMesh = folder:(assetModelName):()
(assetMesh)
assetMesh.Name = finalName
assetMesh.Parent = targetArm
motor = .()
motor.Part0, motor.Part1, motor.C0, motor.Parent = targetArm, assetMesh, offset, targetArm
(actionName, inputState, inputObject)
inputState ~= .UserInputState.Begin spawned animator () .ContextActionResult.Pass
actionName == ACTION_INSPECT
(equipAnim equipAnim.IsPlaying) inspecting swinging .ContextActionResult.Pass
inspecting =
idleAnim idleAnim:()
inspectAnim:()
inspectAnim.Stopped:(() inspecting = )
actionName == ACTION_ATTACK
currentTime = .()
(equipAnim equipAnim.IsPlaying) (currentTime - lastAttackTime < ATTACK_COOLDOWN) .ContextActionResult.Pass
lastAttackTime = currentTime
inspecting inspecting = ; inspectAnim inspectAnim:()
swinging =
idleAnim idleAnim:()
anims = {HeavySwingAnim, Swing1Anim, Swing2Anim}
chosenAnim = anims[.(, #anims)]
soundFolder = (chosenAnim == HeavySwingAnim ) (chosenAnim == Swing1Anim )
chosenAnim:()
s = (soundFolder, )
s s.Volume =
chosenAnim.Stopped:(() swinging = )
.ContextActionResult.Pass
()
spawned =
CAS:(ACTION_INSPECT)
CAS:(ACTION_ATTACK)
vm vm:() vm =
animator, inspecting, swinging = , ,
(knife)
spawned scriptRunning
myModel = ()
myModel
spawned =
knifeTemplate = RS.Assets.Weapons:(selectedKnife)
knifeOffset = knives[selectedKnife].Offset
vm = knifeTemplate:():()
vm.Name, vm.Parent = selectedKnife, camera
(vm)
(knife)
myModel.Parent.Name ==
tGloves = RS.Assets.Weapons:()
(tGloves, , , , .(, , -))
(tGloves, , , , .(, , -))
sleeves = RS.Assets.Sleeves:()
ctGloves = RS.Assets.Weapons:()
(sleeves, , , , .(, , ))
(ctGloves, , , , .(, , -))
(sleeves, , , , .(, , ))
(ctGloves, , , , .(, , -))
animController = vm:() vm:()
animator = animController:() animController
animFolder = RS.Assets.WeaponAnimations:(selectedKnife):()
equipAnim = animator:(animFolder:())
idleAnim = animator:(animFolder:())
inspectAnim = animator:(animFolder:())
HeavySwingAnim = animator:(animFolder:())
Swing1Anim = animator:(animFolder:())
Swing2Anim = animator:(animFolder:())
vm:(camera.CFrame * .(, -, ))
TweenService:(vm.PrimaryPart, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {
= camera.CFrame * knifeOffset
}):()
equipAnim:()
(, )
CAS:(ACTION_INSPECT, handleAction, , .KeyCode.F)
CAS:(ACTION_ATTACK, handleAction, , .UserInputType.MouseButton1)
RunService.RenderStepped:(()
scriptRunning vm vm.PrimaryPart
vm.PrimaryPart.CFrame = camera.CFrame * knives[selectedKnife].Offset
(equipAnim equipAnim.IsPlaying) inspecting swinging
idleAnim idleAnim.IsPlaying idleAnim:()
)
.(()
.()
living = ()
currentKnife = ()
scriptRunning living currentKnife spawned
(currentKnife)
( scriptRunning currentKnife living) spawned
()
)
SkinChangerEnabled =
SelectedSkins = {}
DropdownObjects = {}
SkinOptions = {}
COOLDOWN =
WEAR =
CT_ONLY = {[]=, []=, []=, []=, []=, []=, []=}
SHARED = {[]=, []=, []=, []=, []=, []=, []=, []=, []=}
KNIVES = {[]=, []=, []=, []=, []=, []=, []=}
GLOVES = {[]=}
SkinsFolder = RS:():()
IgnoreFolders = {[]=, []=, []=, []=, []=, []=, []=, []=, []=}
(model)
model SkinChangerEnabled ()
skinName = SelectedSkins[model.Name]
skinName
(()
skinFolder = SkinsFolder:(model.Name)
skinFolder
skinType = skinFolder:(skinName)
sourceFolder = skinType skinType:() skinType.Camera:(WEAR)
sourceFolder
_, obj camera:()
left, right = obj:(), obj:()
left right
gloveFolder = SkinsFolder:()
gloveSkin = gloveFolder gloveFolder:(SelectedSkins[])
gloveSource = gloveSkin gloveSkin:() gloveSkin.Camera:(WEAR)
gloveSource
_, side {, }
arm, src = obj:(side), gloveSource:(side)
arm src
gloveMesh = arm:()
gloveMesh
existing = gloveMesh:()
existing existing:()
clone = src:()
clone.Name, clone.Parent = , gloveMesh
GLOVES[model.Name]
weaponFolder = model:()
weaponFolder
_, part weaponFolder:()
part:()
newSkin = sourceFolder:(part.Name)
newSkin
existing = part:()
existing existing:()
clone = newSkin:()
clone.Name, clone.Parent = , part
model:(, skinName)
)
Tab_Skins:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
SkinChangerEnabled = Value
Value _, obj camera:() obj:(, )
})
Tab_Skins:({
Name = ,
Callback = ()
weaponName, optionsList (SkinOptions)
#optionsList >
randomSkin = optionsList[.(, #optionsList)]
DropdownObjects[weaponName]
_, dropdown (DropdownObjects[weaponName]) dropdown:({randomSkin})
,
})
(weaponName)
folder = SkinsFolder:(weaponName)
folder
options = {}
_, skin folder:() .(options, skin.Name)
SkinOptions[weaponName] = options
SelectedSkins[weaponName] SelectedSkins[weaponName] = options[]
dp = Tab_Skins:({
Name = weaponName,
Options = options,
CurrentOption = {SelectedSkins[weaponName]},
Flag = .. weaponName,
Callback = (opt)
newSkin = opt[]
SelectedSkins[weaponName] = newSkin
DropdownObjects[weaponName]
_, other DropdownObjects[weaponName]
other.CurrentOption[] ~= newSkin other:({newSkin})
_, obj camera:() obj:(, ); (obj)
})
DropdownObjects[weaponName] = DropdownObjects[weaponName] {}
.(DropdownObjects[weaponName], dp)
Tab_Skins:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
scriptRunning = Value; Value ()
})
Tab_Skins:({
Name = ,
Options = {, , , , },
CurrentOption = {},
MultipleOptions = ,
Flag = ,
Callback = (Options)
selectedKnife = Options[]; spawned ()
})
Tab_Skins:()
name (KNIVES) (name)
Tab_Skins:()
name (GLOVES) (name)
Tab_Skins:()
name (CT_ONLY) (name)
Tab_Skins:()
name (SHARED) (name)
_, folder SkinsFolder:()
n = folder.Name
IgnoreFolders[n] KNIVES[n] GLOVES[n] CT_ONLY[n] SHARED[n] (n)
camera.ChildAdded:((obj)
SkinChangerEnabled ()
.(COOLDOWN); (obj)
)
.(()
.()
SkinChangerEnabled ()
_, obj camera:()
SelectedSkins[obj.Name] obj:() ~= SelectedSkins[obj.Name] (obj)
)
EspEnabled, EspBox, EspName, EspHealth, EspDistance = , , , ,
espCache = {}
()
esp = {
boxOutline = .(), box = .(),
name = .(), distance = .(),
healthOutline = .(), healthBar = .()
}
esp.boxOutline.Thickness = ; esp.boxOutline.Filled = ; esp.boxOutline.Color = .(, , )
esp.box.Thickness = ; esp.box.Filled = ; esp.box.Color = .(, , )
esp.name.Center = ; esp.name.Outline = ; esp.name.Color = .(, , ); esp.name.Size =
esp.distance.Center = ; esp.distance.Outline = ; esp.distance.Color = .(, , ); esp.distance.Size =
esp.healthOutline.Thickness = ; esp.healthOutline.Color = .(, , )
esp.healthBar.Thickness = ; esp.healthBar.Color = .(, , )
esp
RunService.RenderStepped:(()
EspEnabled ()
_, e (espCache) _, d (e) d.Visible =
enemyFolder = ()
enemyFolder
currentAlive = {}
_, enemy (enemyFolder:())
hum, root, head = enemy:(), enemy:(), enemy:()
hum hum.Health > root head
currentAlive[enemy] =
espCache[enemy] espCache[enemy] = ()
esp = espCache[enemy]
rootPos, onScreen = camera:(root.Position)
headPos = camera:(head.Position + .(, , ))
legPos = camera:(root.Position - .(, , ))
onScreen
boxH, boxW = .(headPos.Y - legPos.Y), .(headPos.Y - legPos.Y) /
dist = .((camera.CFrame.Position - root.Position).Magnitude)
EspBox
esp.boxOutline.Size = .(boxW, boxH); esp.boxOutline.Position = .(rootPos.X - boxW / , headPos.Y); esp.boxOutline.Visible =
esp.box.Size = .(boxW, boxH); esp.box.Position = .(rootPos.X - boxW / , headPos.Y); esp.box.Visible =
esp.boxOutline.Visible, esp.box.Visible = ,
EspHealth
hpPct, barX = hum.Health / hum.MaxHealth, rootPos.X - boxW / -
esp.healthOutline.From = .(barX, headPos.Y - ); esp.healthOutline.To = .(barX, headPos.Y + boxH + ); esp.healthOutline.Visible =
esp.healthBar.From = .(barX, headPos.Y + boxH); esp.healthBar.To = .(barX, headPos.Y + boxH - (boxH * hpPct)); esp.healthBar.Color = .( - hpPct, hpPct, ); esp.healthBar.Visible =
esp.healthOutline.Visible, esp.healthBar.Visible = ,
EspName esp.name.Text = enemy.Name; esp.name.Position = .(rootPos.X, headPos.Y - ); esp.name.Visible =
esp.name.Visible =
EspDistance esp.distance.Text = .. dist .. ; esp.distance.Position = .(rootPos.X, headPos.Y + boxH + ); esp.distance.Visible =
esp.distance.Visible =
_, d (esp) d.Visible =
cEnemy, e (espCache)
currentAlive[cEnemy] _, d (e) d:() ; espCache[cEnemy] =
)
Tab_Visuals:()
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) EspEnabled = Value })
Tab_Visuals:()
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) EspBox = Value })
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) EspHealth = Value })
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) EspName = Value })
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) EspDistance = Value })
AntiFlashEnabled, AntiSmokeEnabled = ,
Tab_Visuals:()
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) AntiFlashEnabled = Value })
Tab_Visuals:({Name = , CurrentValue = , Flag = , Callback = (Value) AntiSmokeEnabled = Value })
.(()
.()
AntiFlashEnabled
gui, effect = player.PlayerGui:(), :():()
gui gui:() ; effect effect:()
)
.(()
.()
AntiSmokeEnabled
debris = Workspace:()
debris
_, folder (debris:())
.(folder.Name, ) folder:(); folder:()
)
Rayfield:()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
i maked this script on jjsploit can say soo bad if ronix back i make hvh - rage work all executor fetures aimlock tigger hitbox bhop esp skin changer ( paste from twistedk1d thanks buddy)

[ZOMBIES!] BloxStrike